Tropico 6 v20 (974) [All DLC] Tropico Arde Eternamente

Upload your cheat tables here (No requests)
callpiper
Noobzor
Noobzor
Posts: 5
Joined: Fri Apr 29, 2022 9:17 am
Reputation: 0

Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by callpiper »

.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by callpiper on Thu Jun 22, 2023 9:48 am, edited 1 time in total.

Elsabella
What is cheating?
What is cheating?
Posts: 1
Joined: Wed Dec 21, 2022 12:16 pm
Reputation: 0

Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by Elsabella »

DhaosCollider wrote:
Thu Dec 08, 2022 9:37 am
I created a table too.

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • Cheat Engine: Compact Mode
  • Unlock All Buildings
  • Unlock All Upgrades
  • Unlock All Workmodes
  • Unlock All Edicts
  • Quick Level Up For Edicts
  • Efficiency Bonus Factor
    • bonus
  • Infinite Remaining Resources
  • Ignore Building Construction Cost
  • Ignore Building Blue Print Cost
  • Ignore Building Quick Build Cost
  • Ignore Upgrade Cost
  • Ignore Hiring Foreign Worker Cost
  • Ignore Road Cost
  • Ignore Agent Interaction Cost
  • Resource Price Export Multiplier
  • Swiss Money To Money Conversion Multiplier
  • Knowledge Production Multiplier
    • times
  • Always Convincing Talks
  • Agent/Worker Stats Editor
    • REQ: View target Agent/Worker information on the game.
    • Pointer->T6UIInfoAgentLikes
      • P->T6Agent
        • Age
        • ServerNextBirthdayDate
        • LifeState
        • bIsAgentRoleKnown
        • AgentRole
        • WealthLevelOverride
        • HappinessLevel
        • CriminalExperience
        • HasShadyDeal
        • HouseholdMeals
        • HouseholdMealsQuality
        • EducationPoints
        • FactionState.Orientation
        • FactionState.IsRevealed
        • bWasFactionLeader
        • IsWorking
        • IsOnStrike
        • bIsDrunk
        • IsImmuneToBadHealthcare.ReferenceCount
        • TouristRatingBonus
        • PersonalExperienceBonus
        • DrunkUntil
        • IsOnWayToPrison
        • bIsInteracting
        • bIsMarkedForAction
        • bIsTank
        • bIsSearchingForHome
        • bIsCurrentlyRegisteredInDataCollector
        • LastTimeWorkedInMilitaryBuilding
        • Location.X
        • Location.Y
        • Location.Z
        • ReplicatedSegmentPathTravelDistance
  • Workplace Data Editor
    • REQ: View target Workplace information on the game.
    • Pointer->T6UIWorkplace
      • P->T6WorkplaceComponent
        • P->T6Building
          • bCanCatchFire
          • bCanBeProtested
          • bCanBeAttacked
          • BuildingHasBudget
          • BuildingHasEfficiency
          • BuildingHasStatistics
          • bHasChildrenToSelect
          • bHasParentToSelect
          • bAnimateBuildingMaterial
          • bAnimationNeedsWorkers
          • bCanBePaused
          • bCanBeRelocated
          • CanReceiveAgeCracks
          • bPlaysDestructionEffects
          • bAdjustableVariationId
          • VariationId
          • bParticleEffectsAllwaysOn
          • OverrideRelocateCost.Value
          • bCanLastBeDemolished
          • PreventBuildingDemolish.ReferenceCount
          • FireExtinguishPriority
          • bHasOwner
          • DefensePriority
          • BudgetLevel
          • AreaId
          • IslandId
          • LastIslandId
          • IsMarkedForDemolish
          • bCanDemolitionBeCanceled
          • bIsDemolished
          • bWillRebuild
          • bCanBeRebuilt
          • bFromRubble
          • bIsBuildingDestroyed
          • SidewalkBounds.Min.X
          • SidewalkBounds.Min.Y
          • SidewalkBounds.Min.Z
          • SidewalkBounds.Max.X
          • SidewalkBounds.Max.Y
          • SidewalkBounds.Max.Z
          • SidewalkBounds.IsValid
          • EntranceLocation.X
          • EntranceLocation.Y
          • EntranceLocation.Z
          • bIsOnFire
          • bIsUnderAttack
          • bIsDefenseIconVisibleForTargetedBuilding
          • bIsFullyOperational
          • bIsFullyConstructed
          • bIsEvacuated
          • bIsResourceDepleted
          • bIsDisabledByAtheistState
          • bIsDisabledByPacifistState
          • bIsAgentComingToProtest
          • Efficiency
          • EfficiencyBonusFactor
        • JobCapacity
        • JobCapacityModifier
        • bIsWorkIndoors
        • bKeepWorkslotOrder
        • WorkerEducation
        • MonthlyWageBase.Value
        • JobQualityBase
        • JobQualityModifier
        • EfficiencyBase
        • WorkDuration
        • UpkeepBase.Value
        • bCallWorkerInstantlyToWorkDuringWar
        • bSoberOnWork
        • BudgetLevelData.MonthlyWageModifier.Value
        • BudgetLevelData.UpkeepModifier.Value
        • BudgetLevelData.JobQualityModifier
        • BudgetLevelData.EfficiencyModifier
        • bKeepWorkingDuringAttack
        • WorkersAffectEfficiency
        • bAreWorkSlotsLocked
        • ClosedSlots
        • LockedWorkerSlots
        • CachedClosedSlots
        • bHasOpenWorkslots
        • ReservedSlots
        • AffectResidencesSquaredRadius
        • ResidenceQualityEfficiencyModifer
        • ResidenceQualityEfficiencyModifierAdd
        • JobQualityOverride
        • IsJobQualityOverriden
        • LastTimeSinceSufficientInStock
        • LastTimeNoWorkers
        • AreNewWorkersBlockedAfterFireWorker
  • Residence Data Editor
    • REQ: View target Residence information on the game.
    • Pointer->T6ResidenceComponent
      • P->T6Building
        • bCanCatchFire
        • bCanBeProtested
        • bCanBeAttacked
        • BuildingHasBudget
        • BuildingHasEfficiency
        • BuildingHasStatistics
        • bHasChildrenToSelect
        • bHasParentToSelect
        • bAnimateBuildingMaterial
        • bAnimationNeedsWorkers
        • bCanBePaused
        • bCanBeRelocated
        • CanReceiveAgeCracks
        • bPlaysDestructionEffects
        • bAdjustableVariationId
        • VariationId
        • bParticleEffectsAllwaysOn
        • OverrideRelocateCost.Value
        • bCanLastBeDemolished
        • PreventBuildingDemolish.ReferenceCount
        • FireExtinguishPriority
        • bHasOwner
        • DefensePriority
        • BudgetLevel
        • AreaId
        • IslandId
        • LastIslandId
        • IsMarkedForDemolish
        • bCanDemolitionBeCanceled
        • bIsDemolished
        • bWillRebuild
        • bCanBeRebuilt
        • bFromRubble
        • bIsBuildingDestroyed
        • SidewalkBounds.Min.X
        • SidewalkBounds.Min.Y
        • SidewalkBounds.Min.Z
        • SidewalkBounds.Max.X
        • SidewalkBounds.Max.Y
        • SidewalkBounds.Max.Z
        • SidewalkBounds.IsValid
        • EntranceLocation.X
        • EntranceLocation.Y
        • EntranceLocation.Z
        • bIsOnFire
        • bIsUnderAttack
        • bIsDefenseIconVisibleForTargetedBuilding
        • bIsFullyOperational
        • bIsFullyConstructed
        • bIsEvacuated
        • bIsResourceDepleted
        • bIsDisabledByAtheistState
        • bIsDisabledByPacifistState
        • bIsAgentComingToProtest
        • Efficiency
        • EfficiencyBonusFactor
      • bHasRegisteredPortals
      • TouristsOnly
      • HouseholdCapacity
      • HouseholdCapacityModifier
      • IsInviteOnly
      • RentBase.Value
      • FeeBase.Value
      • QualityOfLivingBase
      • QualityOfLivingModifier
      • UseQualityDecay
      • MinimumQualityOfLiving
      • RestTime
      • DwellerType
      • UpkeepBase.Value
      • BudgetLevelData.RequiredEconomicWealth
      • BudgetLevelData.RentModifier.Value
      • BudgetLevelData.FeeModifier.Value
      • BudgetLevelData.UpkeepModifier.Value
      • BudgetLevelData.EfficiencyModifier
      • BudgetLevelData.DecayModifier
      • AutoDestroyIfEmpty
      • AutoDestroyIfEmptyDelayTime
      • bVisibleForUI
      • bHasElectrificationUpgrade
      • RegisteredForMonthlyEvent
      • QualityOfLivingDecay

<pointers>
  • Pointer->World
    • P->T6GameState
      • CurrentGameplayTime
      • TimeSpendGameplayTime
      • TimeSpendOverall
      • TimeSpendInPause
      • TimeSpendInNormal
      • TimeSpendInFast
      • TimeSpendInSuperFast
      • P->T6Calendar
        • Year
        • Month
        • DayInMonth
        • TotalNumDays
      • bAreNonSuperpowerTradeRoutesBlocked
      • bIsColdWarReloadedEffectActive
      • bAgentMealAmountModifier
    • P->T6GameInstance
      • P->T6PlayerController
        • P->T6PlayerState
          • EconomyStats.money.Value
          • EconomyStats.bIsMoneyUnlimited
          • EconomyStats.SwissMoney.Value
          • RaidPoints
          • MaxRaidPoints
          • PopulationMilitaryMultiplier
          • PlayerEra
          • PreviousHires
          • bConstitutionSigned
          • ConstitutionSignedMonth
          • ConstitutionSignedYear
          • bForeignAidDisabled
          • ResearchPoints
          • bResearchPointsUnlimited
          • MandateRemainingTime
          • AlreadyLostMandate
          • IsKnowledgeProductionActive
          • BuildingConstructionCostMultiplier
          • BuildingBluePrintCostMultiplier
          • BuildingQuickBuildCostMultiplier
          • UpgradeCostMultiplier
          • HiringForeignWorkerCostMultiplier
          • RoadCostMultiplier
          • AgentInteractionCostMultiplier
          • ResourcePriceExportMultiplier
          • SwissMoneyToMoneyConversionMultiplier
          • EdictMenuDisabled
          • bIsBrokerBlocked
          • bIsEventSystemEnabled
          • IsDemolitionEnabled
          • IsMandateTimeFreezed
          • IsEraTransitionScreenEnabled
          • IsAutosaveBlockedByScript
          • VictoryPoints
          • Distractions
          • ConvincingTalks
          • EndEventTokens
          • TouristFeeModifier
          • GlobalTradeDeviationModifier
          • AccomodationFeeModifier
        • P->T6CameraPawn
          • CameraMinPanSpeed
          • CameraMaxPanSpeed
          • EdgeScrollingPixelSize
          • EdgeScrollingEnabled
          • EdgeScrollingSpeed
          • CameraRotateSpeed
          • CameraTiltSpeed
          • CameraPitchBounds.X
          • CameraPitchBounds.Y
          • GamepadPitchSensetivity
          • CameraZoomSpeed
          • CameraZoomAnimSpeed
          • CameraZoomBounds.X
          • CameraZoomBounds.Y
          • ArchipelagoViewZoomDeltaThreshold
          • ArchipelagoViewZoomDeltaGamepadFactor
          • FocusAgentTargetZoom
          • ArchipelagoCameraZoomTarget
          • ArchipelagoViewNearPlane
          • ListenerDistance
          • bTargetZoomIsLocked
          • TargetZoom

<addresses>
  • NamePoolData
  • GUObjectArray
    • pointer
Notes:
  • Required that you use Cheat Engine 7.2 or later because used "AddressList['description']".
  • Support the game v19 (902) ~.
  • Recommend that you save your game before using Always Convincing Talks in the main quest.
Edit 4:
  • Added Infinite Remaining Resources, Knowledge Production Multiplier, P->T6CameraPawn, P->T6GameState.
    Tropico6-Win64-Shipping.CT
Old:
Edit 3:
  • Added Workplace Data Editor, Residence Data Editor.
    Tropico6-Win64-Shipping.CT
Edit 2:
  • Added Unlock All Edicts, Quick Level Up For Edicts, Efficiency Bonus Factor, Always Convincing Talks.
    Tropico6-Win64-Shipping.CT
Edit 1:
  • Added Unlock All Buildings, Unlock All Upgrades, Unlock All Workmodes.
    Tropico6-Win64-Shipping.CT
Edit 0:
  • Tropico6-Win64-Shipping.CT
Reply:
Kaedus wrote:
Thu Dec 15, 2022 8:08 pm
Very cool table. Can we have an option for mines / automatic mines and oil rigs? Infinite resources or similar.
Hi, try Infinite Remaining Resources.
Old:
Im DooM wrote:
Thu Dec 15, 2022 1:59 am
Good cheat table you made there. But the efficiency make the harbor bring in too many ship and people. Can we do it like...Increase efficiency by increasing building budget? That way the harbor can bring normal ship and people in tropico.
Hi, Try Workplace/Residence Data Editor.
Under P->T6Building, there is an EfficiencyBonusFactor variable that affects each building.
Marzs17 wrote:
Mon Dec 12, 2022 8:11 pm
Can you also add increase efficiency on Buildings?
Hi, try Efficiency Bonus Factor.
Too many bonus, however, can completely break the game.
Add 10.0 and my port was overflowing with cargo ships.
1223334444 wrote:
Sun Dec 11, 2022 6:52 pm
But some buildings, such as the Ministry and Wonders are Unique, can only build one.
We want to build more for creating beautiful scenery.
(The old table can help us do this while unlocking the building.)
Replace the code in Unlock All Buildings with the following code.

Code: Select all

[ENABLE]

registerlabel(undo_buliding_category)
////////////////////////////////////////////////////////////////////////////////
trace_era_override:
  db EB
////////////////////////////////////////////////////////////////////////////////
mem0x01:
  cmp eax,02
  ja @f
  mov byte ptr [rsi+14],04

undo_buliding_category:
  readmem(trace_buliding_category,7)
  jmp return

trace_buliding_category:
  jmp mem0x01
  nop 2
return:

[DISABLE]
////////////////////////////////////////////////////////////////////////////////
trace_era_override:
  db 74
////////////////////////////////////////////////////////////////////////////////
trace_buliding_category:
  readmem(undo_buliding_category,7)
////////////////////////////////////////////////////////////////////////////////
unregistersymbol(*)
dealloc(*)
However, this code makes a unique building not unique.
This can result in over-calculation of building statistics, which can lead to bugs.
1223334444 wrote:
Sun Dec 11, 2022 6:27 am
We need the "- Unlock All Buildings [Including Wonders]" function, please help us!
Unlocks all buildings, including wonders, and removes the blueprint needs from them.
Hi, updated to Edit 1.
Unlock All Buildings includes Wonders.
Thank you very much, but I also have a request. Unlock all research

Kaedus
Expert Cheater
Expert Cheater
Posts: 282
Joined: Thu Aug 10, 2017 2:22 pm
Reputation: 42

Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by Kaedus »

Elsabella wrote:
Wed Dec 21, 2022 12:18 pm

Thank you very much, but I also have a request. Unlock all research
why, if all the buildings and improvements are already open in the table? ah, well, 2 improvements for the constitution

raki_can
Noobzor
Noobzor
Posts: 13
Joined: Sun Aug 21, 2022 2:38 am
Reputation: 2

Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by raki_can »

DhaosCollider wrote:
Thu Dec 08, 2022 9:37 am
I created a table too.

Options:
Spoiler
<colors>
  • Script or Script that's no available for AOB Error
  • AddressGroupHeader
  • GroupHeader/Comment
  • Variable

<scripts>
  • Cheat Engine: Compact Mode
  • Unlock All Buildings
  • Unlock All Upgrades
  • Unlock All Workmodes
  • Unlock All Edicts
  • Quick Level Up For Edicts
  • Efficiency Bonus Factor
    • bonus
  • Infinite Remaining Resources
  • Ignore Building Construction Cost
  • Ignore Building Blue Print Cost
  • Ignore Building Quick Build Cost
  • Ignore Upgrade Cost
  • Ignore Hiring Foreign Worker Cost
  • Ignore Road Cost
  • Ignore Agent Interaction Cost
  • Resource Price Export Multiplier
  • Swiss Money To Money Conversion Multiplier
  • Knowledge Production Multiplier
    • times
  • Always Convincing Talks
  • Agent/Worker Stats Editor
    • REQ: View target Agent/Worker information on the game.
    • Pointer->T6UIInfoAgentLikes
      • P->T6Agent
        • Age
        • ServerNextBirthdayDate
        • LifeState
        • bIsAgentRoleKnown
        • AgentRole
        • WealthLevelOverride
        • HappinessLevel
        • CriminalExperience
        • HasShadyDeal
        • HouseholdMeals
        • HouseholdMealsQuality
        • EducationPoints
        • FactionState.Orientation
        • FactionState.IsRevealed
        • bWasFactionLeader
        • IsWorking
        • IsOnStrike
        • bIsDrunk
        • IsImmuneToBadHealthcare.ReferenceCount
        • TouristRatingBonus
        • PersonalExperienceBonus
        • DrunkUntil
        • IsOnWayToPrison
        • bIsInteracting
        • bIsMarkedForAction
        • bIsTank
        • bIsSearchingForHome
        • bIsCurrentlyRegisteredInDataCollector
        • LastTimeWorkedInMilitaryBuilding
        • Location.X
        • Location.Y
        • Location.Z
        • ReplicatedSegmentPathTravelDistance
  • Workplace Data Editor
    • REQ: View target Workplace information on the game.
    • Pointer->T6UIWorkplace
      • P->T6WorkplaceComponent
        • P->T6Building
          • bCanCatchFire
          • bCanBeProtested
          • bCanBeAttacked
          • BuildingHasBudget
          • BuildingHasEfficiency
          • BuildingHasStatistics
          • bHasChildrenToSelect
          • bHasParentToSelect
          • bAnimateBuildingMaterial
          • bAnimationNeedsWorkers
          • bCanBePaused
          • bCanBeRelocated
          • CanReceiveAgeCracks
          • bPlaysDestructionEffects
          • bAdjustableVariationId
          • VariationId
          • bParticleEffectsAllwaysOn
          • OverrideRelocateCost.Value
          • bCanLastBeDemolished
          • PreventBuildingDemolish.ReferenceCount
          • FireExtinguishPriority
          • bHasOwner
          • DefensePriority
          • BudgetLevel
          • AreaId
          • IslandId
          • LastIslandId
          • IsMarkedForDemolish
          • bCanDemolitionBeCanceled
          • bIsDemolished
          • bWillRebuild
          • bCanBeRebuilt
          • bFromRubble
          • bIsBuildingDestroyed
          • SidewalkBounds.Min.X
          • SidewalkBounds.Min.Y
          • SidewalkBounds.Min.Z
          • SidewalkBounds.Max.X
          • SidewalkBounds.Max.Y
          • SidewalkBounds.Max.Z
          • SidewalkBounds.IsValid
          • EntranceLocation.X
          • EntranceLocation.Y
          • EntranceLocation.Z
          • bIsOnFire
          • bIsUnderAttack
          • bIsDefenseIconVisibleForTargetedBuilding
          • bIsFullyOperational
          • bIsFullyConstructed
          • bIsEvacuated
          • bIsResourceDepleted
          • bIsDisabledByAtheistState
          • bIsDisabledByPacifistState
          • bIsAgentComingToProtest
          • Efficiency
          • EfficiencyBonusFactor
        • JobCapacity
        • JobCapacityModifier
        • bIsWorkIndoors
        • bKeepWorkslotOrder
        • WorkerEducation
        • MonthlyWageBase.Value
        • JobQualityBase
        • JobQualityModifier
        • EfficiencyBase
        • WorkDuration
        • UpkeepBase.Value
        • bCallWorkerInstantlyToWorkDuringWar
        • bSoberOnWork
        • BudgetLevelData.MonthlyWageModifier.Value
        • BudgetLevelData.UpkeepModifier.Value
        • BudgetLevelData.JobQualityModifier
        • BudgetLevelData.EfficiencyModifier
        • bKeepWorkingDuringAttack
        • WorkersAffectEfficiency
        • bAreWorkSlotsLocked
        • ClosedSlots
        • LockedWorkerSlots
        • CachedClosedSlots
        • bHasOpenWorkslots
        • ReservedSlots
        • AffectResidencesSquaredRadius
        • ResidenceQualityEfficiencyModifer
        • ResidenceQualityEfficiencyModifierAdd
        • JobQualityOverride
        • IsJobQualityOverriden
        • LastTimeSinceSufficientInStock
        • LastTimeNoWorkers
        • AreNewWorkersBlockedAfterFireWorker
  • Residence Data Editor
    • REQ: View target Residence information on the game.
    • Pointer->T6ResidenceComponent
      • P->T6Building
        • bCanCatchFire
        • bCanBeProtested
        • bCanBeAttacked
        • BuildingHasBudget
        • BuildingHasEfficiency
        • BuildingHasStatistics
        • bHasChildrenToSelect
        • bHasParentToSelect
        • bAnimateBuildingMaterial
        • bAnimationNeedsWorkers
        • bCanBePaused
        • bCanBeRelocated
        • CanReceiveAgeCracks
        • bPlaysDestructionEffects
        • bAdjustableVariationId
        • VariationId
        • bParticleEffectsAllwaysOn
        • OverrideRelocateCost.Value
        • bCanLastBeDemolished
        • PreventBuildingDemolish.ReferenceCount
        • FireExtinguishPriority
        • bHasOwner
        • DefensePriority
        • BudgetLevel
        • AreaId
        • IslandId
        • LastIslandId
        • IsMarkedForDemolish
        • bCanDemolitionBeCanceled
        • bIsDemolished
        • bWillRebuild
        • bCanBeRebuilt
        • bFromRubble
        • bIsBuildingDestroyed
        • SidewalkBounds.Min.X
        • SidewalkBounds.Min.Y
        • SidewalkBounds.Min.Z
        • SidewalkBounds.Max.X
        • SidewalkBounds.Max.Y
        • SidewalkBounds.Max.Z
        • SidewalkBounds.IsValid
        • EntranceLocation.X
        • EntranceLocation.Y
        • EntranceLocation.Z
        • bIsOnFire
        • bIsUnderAttack
        • bIsDefenseIconVisibleForTargetedBuilding
        • bIsFullyOperational
        • bIsFullyConstructed
        • bIsEvacuated
        • bIsResourceDepleted
        • bIsDisabledByAtheistState
        • bIsDisabledByPacifistState
        • bIsAgentComingToProtest
        • Efficiency
        • EfficiencyBonusFactor
      • bHasRegisteredPortals
      • TouristsOnly
      • HouseholdCapacity
      • HouseholdCapacityModifier
      • IsInviteOnly
      • RentBase.Value
      • FeeBase.Value
      • QualityOfLivingBase
      • QualityOfLivingModifier
      • UseQualityDecay
      • MinimumQualityOfLiving
      • RestTime
      • DwellerType
      • UpkeepBase.Value
      • BudgetLevelData.RequiredEconomicWealth
      • BudgetLevelData.RentModifier.Value
      • BudgetLevelData.FeeModifier.Value
      • BudgetLevelData.UpkeepModifier.Value
      • BudgetLevelData.EfficiencyModifier
      • BudgetLevelData.DecayModifier
      • AutoDestroyIfEmpty
      • AutoDestroyIfEmptyDelayTime
      • bVisibleForUI
      • bHasElectrificationUpgrade
      • RegisteredForMonthlyEvent
      • QualityOfLivingDecay

<pointers>
  • Pointer->World
    • P->T6GameState
      • CurrentGameplayTime
      • TimeSpendGameplayTime
      • TimeSpendOverall
      • TimeSpendInPause
      • TimeSpendInNormal
      • TimeSpendInFast
      • TimeSpendInSuperFast
      • P->T6Calendar
        • Year
        • Month
        • DayInMonth
        • TotalNumDays
      • bAreNonSuperpowerTradeRoutesBlocked
      • bIsColdWarReloadedEffectActive
      • bAgentMealAmountModifier
    • P->T6GameInstance
      • P->T6PlayerController
        • P->T6PlayerState
          • EconomyStats.money.Value
          • EconomyStats.bIsMoneyUnlimited
          • EconomyStats.SwissMoney.Value
          • RaidPoints
          • MaxRaidPoints
          • PopulationMilitaryMultiplier
          • PlayerEra
          • PreviousHires
          • bConstitutionSigned
          • ConstitutionSignedMonth
          • ConstitutionSignedYear
          • bForeignAidDisabled
          • ResearchPoints
          • bResearchPointsUnlimited
          • MandateRemainingTime
          • AlreadyLostMandate
          • IsKnowledgeProductionActive
          • BuildingConstructionCostMultiplier
          • BuildingBluePrintCostMultiplier
          • BuildingQuickBuildCostMultiplier
          • UpgradeCostMultiplier
          • HiringForeignWorkerCostMultiplier
          • RoadCostMultiplier
          • AgentInteractionCostMultiplier
          • ResourcePriceExportMultiplier
          • SwissMoneyToMoneyConversionMultiplier
          • EdictMenuDisabled
          • bIsBrokerBlocked
          • bIsEventSystemEnabled
          • IsDemolitionEnabled
          • IsMandateTimeFreezed
          • IsEraTransitionScreenEnabled
          • IsAutosaveBlockedByScript
          • VictoryPoints
          • Distractions
          • ConvincingTalks
          • EndEventTokens
          • TouristFeeModifier
          • GlobalTradeDeviationModifier
          • AccomodationFeeModifier
        • P->T6CameraPawn
          • CameraMinPanSpeed
          • CameraMaxPanSpeed
          • EdgeScrollingPixelSize
          • EdgeScrollingEnabled
          • EdgeScrollingSpeed
          • CameraRotateSpeed
          • CameraTiltSpeed
          • CameraPitchBounds.X
          • CameraPitchBounds.Y
          • GamepadPitchSensetivity
          • CameraZoomSpeed
          • CameraZoomAnimSpeed
          • CameraZoomBounds.X
          • CameraZoomBounds.Y
          • ArchipelagoViewZoomDeltaThreshold
          • ArchipelagoViewZoomDeltaGamepadFactor
          • FocusAgentTargetZoom
          • ArchipelagoCameraZoomTarget
          • ArchipelagoViewNearPlane
          • ListenerDistance
          • bTargetZoomIsLocked
          • TargetZoom

<addresses>
  • NamePoolData
  • GUObjectArray
    • pointer
Notes:
  • Required that you use Cheat Engine 7.2 or later because used "AddressList['description']".
  • Support the game v19 (902) ~.
  • Recommend that you save your game before using Always Convincing Talks in the main quest.
Edit 4:
  • Added Infinite Remaining Resources, Knowledge Production Multiplier, P->T6CameraPawn, P->T6GameState.
    Tropico6-Win64-Shipping.CT
Old:
Edit 3:
  • Added Workplace Data Editor, Residence Data Editor.
    Tropico6-Win64-Shipping.CT
Edit 2:
  • Added Unlock All Edicts, Quick Level Up For Edicts, Efficiency Bonus Factor, Always Convincing Talks.
    Tropico6-Win64-Shipping.CT
Edit 1:
  • Added Unlock All Buildings, Unlock All Upgrades, Unlock All Workmodes.
    Tropico6-Win64-Shipping.CT
Edit 0:
  • Tropico6-Win64-Shipping.CT
Reply:
callpiper wrote:
Wed Dec 21, 2022 8:08 am
awesome table, can you add more option please?
Instant Raids & heist and Instantly finish edicts
"Instant Raids" would cause problems when repeating missions.
And I think Quick Level Up For Edicts has the same effect as "Instantly finish edicts".
Elsabella wrote:
Wed Dec 21, 2022 12:18 pm
Thank you very much, but I also have a request. Unlock all research
I already tried to make it, but gave up due to various problems.
Incidentally, if you use other unlock scripts, there is no need to research at all.
Old:
Kaedus wrote:
Thu Dec 15, 2022 8:08 pm
Very cool table. Can we have an option for mines / automatic mines and oil rigs? Infinite resources or similar.
Hi, try Infinite Remaining Resources.
Im DooM wrote:
Thu Dec 15, 2022 1:59 am
Good cheat table you made there. But the efficiency make the harbor bring in too many ship and people. Can we do it like...Increase efficiency by increasing building budget? That way the harbor can bring normal ship and people in tropico.
Hi, Try Workplace/Residence Data Editor.
Under P->T6Building, there is an EfficiencyBonusFactor variable that affects each building.
Marzs17 wrote:
Mon Dec 12, 2022 8:11 pm
Can you also add increase efficiency on Buildings?
Hi, try Efficiency Bonus Factor.
Too many bonus, however, can completely break the game.
Add 10.0 and my port was overflowing with cargo ships.
1223334444 wrote:
Sun Dec 11, 2022 6:52 pm
But some buildings, such as the Ministry and Wonders are Unique, can only build one.
We want to build more for creating beautiful scenery.
(The old table can help us do this while unlocking the building.)
Replace the code in Unlock All Buildings with the following code.

Code: Select all

[ENABLE]

registerlabel(undo_buliding_category)
////////////////////////////////////////////////////////////////////////////////
trace_era_override:
  db EB
////////////////////////////////////////////////////////////////////////////////
mem0x01:
  cmp eax,02
  ja @f
  mov byte ptr [rsi+14],04

undo_buliding_category:
  readmem(trace_buliding_category,7)
  jmp return

trace_buliding_category:
  jmp mem0x01
  nop 2
return:

[DISABLE]
////////////////////////////////////////////////////////////////////////////////
trace_era_override:
  db 74
////////////////////////////////////////////////////////////////////////////////
trace_buliding_category:
  readmem(undo_buliding_category,7)
////////////////////////////////////////////////////////////////////////////////
unregistersymbol(*)
dealloc(*)
However, this code makes a unique building not unique.
This can result in over-calculation of building statistics, which can lead to bugs.
1223334444 wrote:
Sun Dec 11, 2022 6:27 am
We need the "- Unlock All Buildings [Including Wonders]" function, please help us!
Unlocks all buildings, including wonders, and removes the blueprint needs from them.
Hi, updated to Edit 1.
Unlock All Buildings includes Wonders.
Excellent.

1. the quality of the houses is not immediately and automatically calculated like in the workplace when using the Efficiency Bonus Factor , it is not updated until I open the Efficiency tab, can this be improved?

2. I don't fully understand this yet, but if I want to use the Efficiency Bonus Factor and at the same time keep the efficiency of a particular building at a "normal" value, do I just enter a negative value for the "EfficiencyBonusFactor"(P->T6Building )?
I can't manually enter anything in "Efficiency" one level up, and it appears to be immediately overwritten.

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Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by raki_can »

DhaosCollider wrote:
Thu Dec 08, 2022 9:37 am
Reply:
raki_can wrote:
Thu Dec 29, 2022 6:44 am
...
Efficiency Bonus Factor rewrites the opcode that references all EfficiencyBonusFactor variables.
So if you want to change them individually, adjust them on the Editor, not on the Efficiency Bonus Factor.
Um, sorry, but I am not sure.
If I want to increase the Efficiency of almost all buildings and need only a few exceptions (e.g. exclusion of ports), can I still not use the Efficiency Bonus Factor at all and the only way is to adjust all buildings individually in the Editor?
This is a nightmare in missions where there are already numerous buildings on the island.

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Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by raki_can »

DhaosCollider wrote:
Thu Dec 08, 2022 9:37 am
Reply:
raki_can wrote:
Fri Dec 30, 2022 1:37 am
If I want to increase the Efficiency of almost all buildings and need only a few exceptions (e.g. exclusion of ports), can I still not use the Efficiency Bonus Factor at all and the only way is to adjust all buildings individually in the Editor?
This is a nightmare in missions where there are already numerous buildings on the island.
  • After viewing any building in the editor, set the factor value and press the checkbox to freeze the value.
    In that state, continue switching the building information you wish to change. Nightmares will be alleviated somewhat.
    Old:
    raki_can wrote:
    Thu Dec 29, 2022 6:44 am
    ...
    1. A new script targeting Residence's EfficiencyBonusFactor must be added.
      But I can't help you now cuz I left the game.
    2. Efficiency Bonus Factor rewrites the opcode that references all EfficiencyBonusFactor variables.
      So if you want to change them individually, adjust them on the Editor, not on the Efficiency Bonus Factor.
OK, I understand.
It takes a lot of work, but the most important thing is that I can actually achieve what I want to do. Definitely your Table is helpful.
It's like opening the Efficiency tab to apply housing quality, it's not "impossible".

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Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by kandongasd »

Does anyone have a table for the current (910) patch?

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Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by Dalaimoc »

kandongasd wrote:
Fri Feb 24, 2023 4:38 pm
Does anyone have a table for the current (910) patch?
The last table (page 11) works like a charm on version 910 of the game.

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Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by Anario »

need update v20

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Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by gideon25 »

This is the next table im going to update... Going to take a while though but Ill post it when Im done.

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Re: Tropico 6 v17 (687) [All DLC] Una Magnifica Memoria +44

Post by Rversse »

Glad this table would get an update, thank you!

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Re: Tropico 6 v20 (974) [All DLC] Tropico Arde Eternamente

Post by gideon25 »

Done with the monster for now..
**v20 (974)** Tropico Arde Eternamente

I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast :P I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it :P
UPDATED SCREENSHOT on First Post!

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Re: Tropico 6 v20 (974) [All DLC] Tropico Arde Eternamente

Post by Sombra_ »

gideon25 wrote:
Tue Apr 25, 2023 10:38 pm
Done with the monster for now..
**v20 (974)** Tropico Arde Eternamente

I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast :P I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it :P
UPDATED SCREENSHOT on First Post!
Some scripts are not working for me.

Residence capacity is an example.

When trying to deactivate and activate the game crashes.

Unreal Engine 4 Crash Reporter:

LoginId:eb3f05234107998df880b88bc157fa0c
EpicAccountId:

Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION

Tropico6_Win64_Shipping
kernel32
ntdll

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Re: Tropico 6 v20 (974) [All DLC] Tropico Arde Eternamente

Post by gideon25 »

Sombra_ wrote:
Sun May 28, 2023 2:47 am
gideon25 wrote:
Tue Apr 25, 2023 10:38 pm
Done with the monster for now..
**v20 (974)** Tropico Arde Eternamente

I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast :P I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it :P
UPDATED SCREENSHOT on First Post!
Some scripts are not working for me.

Residence capacity is an example.

When trying to deactivate and activate the game crashes.

Unreal Engine 4 Crash Reporter:

LoginId:eb3f05234107998df880b88bc157fa0c
EpicAccountId:

Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION

Tropico6_Win64_Shipping
kernel32
ntdll
Ah, I see there is a mistake in the script (in the disable section). Open the script and at the bottom where it says [Disable], replace:

housing_slot_add+8:
db 48 8B D0 48 85 C0

With:

housing_slot_add+8:
db F3 0F 10 83 CC 00 00 00

Ill fix that, but before I post it, what other scripts are having issues? Its possible i missed a few other things. Thanks!

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Re: Tropico 6 v20 (974) [All DLC] Tropico Arde Eternamente

Post by Sombra_ »

gideon25 wrote:
Sun May 28, 2023 5:13 am
Sombra_ wrote:
Sun May 28, 2023 2:47 am
gideon25 wrote:
Tue Apr 25, 2023 10:38 pm
Done with the monster for now..
**v20 (974)** Tropico Arde Eternamente

I changed a lot and fixed a lot. Info is in the table for each script.. There still may be bugs/crashes as I don't have time for fully test everything with this MASSIVE beast :P I may nor may not be able to fix problems with this one as I am sure there may be a few bugs but Im going to go ahead and release it for now as for the time Im sicking of lucking at it :P
UPDATED SCREENSHOT on First Post!
Some scripts are not working for me.

Residence capacity is an example.

When trying to deactivate and activate the game crashes.

Unreal Engine 4 Crash Reporter:

LoginId:eb3f05234107998df880b88bc157fa0c
EpicAccountId:

Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION

Tropico6_Win64_Shipping
kernel32
ntdll
Ah, I see there is a mistake in the script (in the disable section). Open the script and at the bottom where it says [Disable], replace:

housing_slot_add+8:
db 48 8B D0 48 85 C0

With:

housing_slot_add+8:
db F3 0F 10 83 CC 00 00 00

Ill fix that, but before I post it, what other scripts are having issues? Its possible i missed a few other things. Thanks!
Thanks man.

In fact, everything else seems to be working fine.

I didn't realize that the massive storage script only works when production starts in some buildings.

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